Who is the main villain in STAR WARS Zero Company?
Kundri Fathom, leader of The Infinite Coil. The campaign threat is the Coil and its Shadow Plague, not a CIS-only war.
Searching star wars zero company enemies? STAR WARS Zero Company throws three hostile factions at Zero Company: Separatist Alliance battle droids (Ion helps), The Infinite Coil Force-empowered cult led by Kundri Fathom, and Outlaws who win with numbers. Check the Holotable icon before you kit. Verified August 28, 2026. Steam.
| Fact | Detail |
|---|---|
| Focus keyword | star wars zero company enemies |
| Platform | Steam · Epic · PS5 · Xbox Series X|S |
| Mode | Single-player only |
| Squad | Up to 4 Operators per mission |
| Faction 1 | Separatist Alliance |
| Faction 2 | The Infinite Coil |
| Faction 3 | Outlaws |
| Named Coil | Kundri Fathom · Visser · Typhon |
| Ion rule | Helps vs Separatist droids — not vs Outlaws |
| Verified | August 28, 2026 |
The campaign is not a CIS-only clone-wars recap. STAR WARS Zero Company enemies rotate through three public factions, and the Holotable mission icon is the tell before you leave The Den. Wrong kit is a wasted Cycle, not a flavor miss.
| Faction | What you fight | Player response |
|---|---|---|
| Separatist Alliance | Battle droids, Droidekas, commando droids | Ion / pulse / EMP-style kit |
| The Infinite Coil | Force-empowered cult · Shadow Plague | Burst infected clusters; do not farm one-by-one |
| Outlaws | Organic criminals · numbers pressure | Frag / area control; EMP does little |
Open the map in The Den, confirm the enemy type on the next tactical mission, then kit in the Armory. Pulse grenades that fry droids do not replace frag vs humans. Full mission types: missions.
Separatists and Outlaws show up as real fights. The campaign threat that the story keeps circling is The Infinite Coil and its Shadow Plague — that is the faction you cannot treat as “more droids with a paint job.”
Once you can name the three, the next question is the early-campaign staple: how to actually drop Separatist droids.
Separatist maps are the readable counter-pick. Public systems copy is consistent: Ion-oriented weapons and anti-droid utilities punish battle droids harder than generic blaster fire. Commando droids and Droidekas still need cover, flanks, and Overwatch — Ion does not skip tactics.

| Unit (public) | Pressure | Counter |
|---|---|---|
| Battle droids | Volume of fire, cheap bodies | Ion / pulse; do not waste Advantage on the first rank |
| Commando droids | Faster, nastier than B1s | Focus fire; flank cover before they close |
| Droidekas | Shielded rolling threat | Break or flank the shield; do not stand in the open cone |
The following Holotable card may be Outlaws or Coil. Swap utilities in the Armory before deploy. Combat budget: combat.
Droids are the tutorial faction. Coil is the one that changes targeting rules.
The Infinite Coil is the campaign’s emerging cult, Separatist-aligned in story terms but not a second CIS roster. Preview combat shows a Shadow Plague / Resonance loop: when an infected unit dies, that power can transfer to another infected unit on the map and stack. Enough stacks push a survivor into a stronger state.

| Coil rule (preview-verified) | What it means on the map |
|---|---|
| Resonance on death | Killing one infected can buff another — often map-wide, not melee range |
| Stacked plague state | Survivors can gain extra defense, HP recovery, or stealth |
| Specialized Coil units | Worse if they reach full plague potential — prioritize them in the burst |
| Isolation trick fails | You cannot always kite one infected away to “save” the rest |
The usual XCOM habit — pick the weakest body and chip it — feeds Resonance. Plan a turn where two or more infected drop close together, or dump Advantage specials so the last survivor never sits in the fully stacked state.
Coil shock troops are Force-empowered organics. Ion that melted B1s will underperform here. Bring the kit you would take vs dangerous people, then add the Resonance targeting rule on top.
Named Coil leadership is the other half of this faction — Kundri, Visser, and Typhon are the public names, not a full bestiary.
Public Enemy Hub / campaign copy names three Coil-side threats you will actually fight toward. Per-boss pages are P1 on this wiki; this table is the launch-week roster, not invented HP bars.
| Name | Role | Notes |
|---|---|---|
| Infinite Coil leader · main villain | Campaign core threat — Separatist-aligned cult | |
| Coil commander | EA listing spelling; some guides write Vissier | |
| Super Tactical Droid | Separatist command droid in Coil-adjacent ops |
We do not publish invented health, accuracy, or phase timers. Treat named fights as mission-scale: cover, flanks, Injury risk, and the right faction kit. If a named Operator is at 2/3 Injuries, sit them: permadeath.
Typhon is a Super Tactical Droid. Ion still matters on that body even when the rest of the card is Coil. Confirm the mix on the briefing, not from memory.
The third faction is easier to underestimate because it looks like “trash mobs.” Outlaws win by count.
Matched by build plan, shared topics, and guide progression — not random related links.
Outlaws are criminal numbers pressure — organics, not droids. EMP and pulse that you left equipped from a Separatist Cycle will bounce. Bring frag, flame, and area tools; then play cover like any human fight.
| Outlaw habit | Your answer |
|---|---|
| More bodies than a droid rank | Area damage and Overwatch cones, not one-clip duels |
| Organic, not Ion-weak | Frag / flame; swap EMP off the belt |
| Flank hungry | Full cover first; do not stand in the open to “trade” |
| Injury farm | Downed Operators still take Injuries — Rally before the pile-on |
Outlaws do not need a plague rule to be dangerous. Four Operators vs a wide pack is an Advantage and Overwatch problem. Bank the shared Advantage pool (cap 10) for a special after AP is gone, then cone the approach.
If you are still walking into the open, read combat before a Dangerous/Extreme Outlaw card. The next section is the one-page kit lock so you stop guessing at the Holotable.
Use this as a deploy checklist, not a tier list. Exact weapon tag names stay client-side; the faction rule is stable.
| If the briefing shows… | Bring | Leave behind | Squad note |
|---|---|---|---|
| Separatist droids | Ion / pulse / EMP utilities | Frag-only belts | Scout mark + Heavy soak still help |
| Infinite Coil | Burst kit + Advantage specials | Slow chip-fire plans | Drop clusters; watch Resonance |
| Outlaws | Frag / flame / Overwatch cones | EMP / pulse as the main plan | Area tools over single-target |
| Mixed / named | Confirm icons, then hybrid | Last mission’s leftover belt | Typhon: Ion on the droid body |
Kundri Fathom, leader of The Infinite Coil. The campaign threat is the Coil and its Shadow Plague, not a CIS-only war.
No. Separatist droids, Coil cultists, and Outlaws all appear. Kit from the Holotable icon, not from Clone Wars memory.
Ion helps vs Separatist droids (and droid commanders like Typhon). It is the wrong main plan vs Outlaws and most Coil organics.
Preview / community combat: when an infected Coil unit dies, plague power may transfer to another infected unit and stack. Not a fully documented 1.0 rule here — burst clusters instead of farming stragglers, and confirm in client.
Not yet. Named commanders are listed here. Per-boss walkthroughs are P1 once live captures exist — we will not invent HP.
Matched by build plan, shared topics, and guide progression — not random related links.